I understand that the guys at Stardock are programmers and not gamers, but what were they thinking? Why didn't they incorporate all the great ideas modders were working on and updating patch after patch? This game is written like it's made entirely from a coder's perspective, not at all from a gamer's perspective. All the factions are boring, the game is just bland.
I shouldn't have to decipher all their code or struggle trying to find all the right mods at all the right versions with all the right compatibility to play a decent game. I went out and bought elemental on Day 1, and it's still beta, and it's still BORING as hell.
Disciples II wasn't boring, Age of Wonders 2 wasn't boring, Might and Magic wasn't boring. Those games were immersive, that's not just nostalgia I played Age of Wonders Shadow Magic just the other day and it's still immersive in ways this game will never be. It's immersive because for all it's flaws, for it's practically nonexistent diplomacy, you actually feel like you're in control of a kingdom. You have choices that effect the type of kingdom you see on the map, there's more diversity, it's more immersive because everything has hidden layers of depth, everything has a description or a backstory, and you get to choose from almost any race any unit any school of magic you can even try to combine them all and use diplomacy to try to learn all the spells if you choose.
But in Elemental you have two choices, Empire of Kingdom, making a wizard is the best part but all the wizards are ultimately boring once you start playing, and the two dumbed down faction types are all pretty much identical not just in mechanics but in asthetics as well. One empire may as well be another, they look exactly the same and they play almost exactly the same they even have the same environment and there's nothing you can do to change it.
You can do little things that don't feel like they have any major impact, and even the meaningful decisions seem meaningless, because the game just lacks immersion. It's completely lacking in the way the user end aesthetic interact with the player, it's built entirely around mechanics and it has no soul.
Wait, wait... are you really serious?
Are you SERIOUSLY saying that Tarth with master scouts and stealth plays the same as the other kingdoms? Never mind their focus on smaller quicker armies... or their powerful bows... the ability to ignore monster MASSIVELY affect the game.
Are you saying that Pariden, who gains power with shards, gets an extra essence in each city, and can cast monoliths all over (to claim those shards) is the same as the others? That extra essence gives them a lot of options that other factions don't... you can gain extra mana (to cast those monoliths), or research, or gold, or enchant your fortress with powerful enchantments. Oh, and you can buy all magic paths just for kicks.
Are you saying that Altar who gets tons of influence from quests to field armies of henchmens play like the others? There's absolutely no comparison. Altar, is IMO, the most unique of the factions because you can tailor the entire army to your liking. A couple of defenders, a mage, some assassins... really, anything you want.
That, in turns, leaves Gilden, the most traditional faction, but that's because their main focus is in strengthening their basic troops (more HP, higher spell resistance, more armored).
Would you like me to do a similar list for the empires as well? Honestly, if you claim that they are practically identical, the only possible conclusion that I can come up with is that you don't actually play any of them, but rather one custom one and never bother to change and see the possibility for yourself. Don't get me wrong, there's nothing wrong with that, but you don't get to claim the factions as being bland and boring when you don't play them.
You can play domino's a hundred different ways too I'm sure you can really come up with some creative ways to use those minor differences between the factions to play them completely differently, but that list is in no way impressive compared to other strategy games, and falls short of many of them.
Wait a minute. No finger has been given to the modding community. The game is massively moddable. I think you are being overly negative and hyperbolic. I have lost interest in the conversation, much as you have lost interest in the game. Both would seem to come from a lack of balance.
Wow, your post is so full of helpful suggestions it isn't even funny. /sarcasm
I agree with Kalin. You obviously haven't even tried and are just here whining. I can play a lot of different ways. you haven't provided any helpful suggestions or even constructive criticism. I mean if you're going to whine at least do it in a way that helps the game improve...
Massively moddable with the guarantee that almost every mod will be broken, with the requests modders have been making since I uninstalled WoM still ignored like practically everything that was in the Ideas thread. That avatar I'm using was taken when I had a mod better than the core game is now, I stopped playing when Stardock broke it and the modders who made it rage quite.
If I'm not the thread won't get enough replies for Stardock to take notice and bother reading it.
Good one! But seriously Stardock not only failed to deliver the game they promised, the potential for a great game is all there, just within reach, the mechanics are there for it, but Stardock it only fails to fulfill it they prevent modders from doing so.
And seriously for a game that started with Elemental War of Magic, why was the magic so lame? It's nothing like what they made it out to be.
You know... normally I'd take comments about my creativity with much glee, but I'm afraid I have to admit that it takes ABSOLUTELY NO CREATIVITY WHATSOEVER to not be threaten by monsters when playing Tarth, or to cast monoliths everywhere when playing Pariden, or to stack henchmens when playing Altar. I can't claim any credit on those creativity. If there's any involve, you might want to direct it to the people who DESIGNED THOSE factions... which... oh, hey, it's Stardock.
Yes I have, you're just judging this game entirely in a vaccuum and without regard to anything Stardock promised back when they were making it. This game falls short of other games like it, and it falls short of what Stardock said it would be. The differences mentioned in this game are no greater than the differences in Civilization V. That list is pathetic.
The factions look and feel exactly the same and the minor mechanical differences you mention fail and pail next to other games.
I did re-read your post at least 4 times before I posted this and was thoroughly confused. I took your suggestion again and read it 2 more times. Let me explain what I am confused about...
You quote these games
Then go and explain why these games are more immersive than FE
Then you attempt to explain why FE is not immersive
But here is the problem with what you are describing. I for one don't know everything about these games you described, and so I'll take your word on it. What you fail to write about is the following:
You suggest there is more diversity and elemental doesn't have this diversity. This is because they have two over-arching alliances - Kingdoms and Empires and there are 5 factions per Kingdoms and Empires. Each of these factions when restricting to Kingdoms and Empires are relatively the same and so I must assume that there are few differences between each of the factions. For example, I must make sure when exploring the map that I have to avoid monsters, except for Tarth because they have an ability that tells me I don't have to worry about it. But everything else is the same when it comes to exploring because I can make scouts to ignore terrain bonuses. Of course it costs money to recruit champions to help you in your struggles, except for Altar who gets to take any champion on the map for free because of his charisma (made a reputation for himself whoring and drinkin' when he was young). But ok the rest play the same because the AI doesn't kill off any of these champions and I can recruit them and be just like Altar... Then again when I am playing a map I should choose high essence for my cities sometimes at the price of being next to a river or forest, because there is no way to increase essence on a city. There is Pariden that does this though. But really only adding 1 essence to a city is really only a minor change. I would go on, but I'm not sure what you telling me that there are only minor changes and what major changes would be? It is kind of hard to understand what you are talking about without these words defined clearly or shown neatly.
Is your only reason that you don't see physical changes on the map for that kingdom? That must be the Kingdom of Tarth because they are growing trees all over their land. That must be the Kingdom of Kraxis because when he settles the land turns to desert because that is a hospitable place to live. Is it that you want more visual cues for the kingdom on the map? This is why I'm confused. Is it because the factions mechanics are too similar or that the visual ques are too similar. The only difference is between Kingdom and Empire that way. If it is the later, why would that cause more immersion and how would that fit in the lore of the people as they have been described?
As far as I know there is a description of everything in this game and everything does have a backstory. Your arguments are lacking here and although there are a lot of suggestions on these forums what suggestions would you like to see? I don't have time to search every post and reply you've done to figure out what suggestions you would like implemented in the game to make it better, so I thought I would ask you.
Sounds like a party pooper to me. Shitting on Starcraft because it delivered what little of it he expected it to deliver. Pro Starcraft players are celebrities. The game focuses on solid base mechanics. Its not about depth, but the lengthens you go to optimize the base mechanics. It's an overall good game but I don't like it because it uses strategy on a smaller scale. Compared to something like Total Annihilation/Supreme Commander which supports broad level strategy-strategy, even if its not competitive.
Maybe you just don't how to have fun if its not fed to you? (regretful person attacks achieved). All the sand box features and faction creator allow you to make whatever race you want, which plays however you want. Want to be Rohan from lord of the rings? Defensive/Archer/Lucky?/Masterwork Chainmail. Want to make a faction of ridiculously big conclaves, take Enchanters and research benefits.
It seems you're failing to play the strengths of each race, taking them all as the same. Thinking outside the box and playing to your races strengths is what makes them unique. YES Altar has bonuses that give them 'nothing unique'. I can get heroes and extra exp playing Tarth, useless. OR you can use these bonuses to come up with tricks. Altar can fuel diplomacy off of quest map influence, gaining resources to produce better units or even technology. They can even produce the unit (Henchmen) to run quests, training themselves and your standing army in between wars or front line action. What other race can do that?
Not just diversity, DEPTH, Elemental is bland, it's boring, I'm not the only one to say so lots of players have given up on this game lots of posts have said as much this is an observation that has echoed time and time again. Elemental is a boring shallow game, it's not a true 4X Game and what differences you can name are no more impressive and in many ways less meaningful than those of Warlock Master of the Arcane.
But the problem is is no real depth to any of them, and even if there's supposed to be it's only ever insinuated or some buff or debuff you don't ever see any real meaningful differences. Kingdoms are just the Cookie Cutter "Good Guys" and Empire are just the Cookie Cutter "Bad Guys". Which side will you choose Good or Evil because they may as well dispense with this Kingdom vs Empire crap and just call them that. All empires universally agree that the Titans are the way to go and Decay smells lovely and the Kingdoms just all universally agree on restoring the land how fantastically boring.
And Kingdoms and Empires play pretty much exactly the same, Empires were supposed to be territorial expansionists and Kingdoms were supposed to build city states what happened to that? So what's the real difference now you can get Golems or Juggernauts, Tarth can ignore monsters and keep exploring? Other games give differences like those too, except there are usually more differences or they're more recognizable. This game is like a dumbed down version of Civilization 5 in many ways at this point, IMO the only real strength is it's combat mechanics which get repetitive after awhile.
If you say "bland and boring" one more time... Jesus.
Anyway, you'd make your points better without all the flailing hyperbole and hysteria. But I guess that would take the fun out of it.
If you enable companies to make bad decisions by insulating them from criticism and brown nosing them while everyone who's critical either gives up or is run off you trap the company in a bubble of positive feedback where they'll fail to reach their potential and drag down the product. Without haters this industry would be a wasteland.
Starcraft delivered exactly what Blizzard promised it would. The same can not be said of Elemental. When we got Elemental, it was as if Peter Molyneux himself had been spinning tales of what it would be.
I find Battlefield 3 boring. My friends don't. I stopped playing WOW years ago. My girlfriend has played for 8 straight years. I have been keeping up with this game for years. To each his own I guess.
Again I don't understand it. I've looked at other posts about this and was just as confused. Some of them have given up on the game and some of them decided to change their mind about the game. I do read a lot of forum posts and do see that people say there is no depth to elemental, but what do you mean by depth? that is what I am confused I guess? Is it because the lore seems shallow or superfulous?
I am now understanding your problem between the Kingdom and Empires. You say that they are good vs. evil in some sense. But to the true point Good and Evil is a perception. Magnar taking slaves because they were slaves in the old days and are now tasting retribution for their years of servitude. The Trogs deciding that they are no longer soldiers for other, but soldiers for themselves and will rule their own part of the world with an iron fist. That doesn't necessarily make them evil. Look at procipinee she wants all to accept her rule. Well that doesn't sound good to me. Kraxis wants nothing to do with the Kingdoms because of what they did to them (which wasn't very nice) and thus he is not really good or evil.
I agree with you that they should show more diversity on rule style. That would make an interesting gameplay mechanic and I will have to ponder how to implement that in the game with mods. I do think it would be possible. Also the combat mechanics need some work, but no matter the work the only way to make the combat less repetative is to add more features, which would cause the combat to take longer. So that is a very hard line to travel there.
Thank you for these replies. I'm starting to understand your picture of the game and see what can be done to move the game in an appropriate direction.
I'm not the only some saying Bland and Boring, it's been repeated over and over, I saw two threads stating as much when I reinstalled the game for Fallen Enchantress to see what's changed.
They've made some positive changes and they've also dumbed it down and streamlined it a bit while taking away choices and modding options. I personally like the streamlined cities and roads, and the racial buffs and debuffs are a nice touch, the core aesthetics of the game are the same, you can't look at one empire and tell it apart from the next (the game used to have modifiable buildings at least, and you could mod the aesthetics even more with tools and XML files in ways that are hard coded against you now).
Compare this game to any of the other games I've mentioned. Play Age of Wonders Shadow Magic and see how it stacks up to this (also check out how awesome their mods are, that game still has an active mod community), play Warlock: Master of the Arcane which is a game I personally hated but play it and see how it stacks up, suddenly Warlock looks good.
This game is not what Stardock said it would be it doesn't even have the features Stardock talked about, the magic is dull and uninteresting, you're practically forced to pioneer spam early on, Empire and Kingdom factions play about the same (the differences that were discussed between kingdoms and empires before WoM was released are non-existent). Nothing really sets this game apart, nothing makes it special, nothing makes it really all that immersive, it's just a dry mechanical experience compared to other fantasy 4x games.
Starcrap is such a simplistic and stream lined overated RTS for the sake of speed action and quick simple solutions.
Jez kid you don't know what you are talking about...just go play your click fest.
You can actually make unique building for each race if you want. It would require some real work here, but it is possible.
I described the difference when describing Age of Wonders Shadow Magic. In Shadow Magic everything had a backstory, every unit was it's own unique thing with it's own unique description, every race had it's own unique theme, every school of magic had it's own unique set of spells and there were a LOT of spells and whole pages of Global spells that had Global effects you could see. There were all sorts of different ways to play, the game had Heroes just like this one does, each of them came with a little backstory and leveled up and gained abilities and could lead your armies into battle just like in this game, but everything else was fleshed out too.
But in this game, heroes are the only thing with any real depth, and even they're all cookie cutter. To call the lore shallow and superfulous is an understatement, all the kingdoms look exactly the same, so do all the empires, the minor differences afforded by traits to gameplay mechanics for some of the factions amounts to the same sort of buff or debuff you would get in a similar game, only in those other games you get a lot more than that single buff or debuff. Everything looks and feels different, that's something that's impossible to describe or understand from a purely mechanics perspective, but Shadow Magic has something this game is clearly painfully lacking.
Which is why having all the empires have the exact same aesthetics and theme is a problem. They're all identical in every way except a buff or debuff and maybe a special unit, they all love blighted landscape they all think the Titans are awesome and any real differences between them are only hinted at in their description and never really seen. This is an area where a massive amount of potential is simply being wasted, everything is there for something interesting, but it stops before getting there.
This was one thing that annoyed me about the original game, Stardock described them as if they would be more diverse then the game comes out and they're all identical, all empires are represented by darkness and corruption and all kingdoms are represented by light and renewal and why not just call it Good and Evil if they're going to do that?
You should actually learn how to play a real 4X game. Then maybe you'd be able to appreciate this game.
So many deep complex games you can say are "bland" and "boring" over and over again like you have and to say its shallow and has too many mechanics is contradictory.
I know, I wasn't comparing it favorably, I was saying I don't consider it any kind of Strategy Game.
The point I was making is that ActiBlizzard delivered exactly what they said they were going to deliver, Stardock didn't. Stardock pulled a Peter Molyneux on us, this game isn't even one tenth of what they said it was going to be.
I've provided all the context I need to justify the statement.
Mechanics alone do not make a good game. Your OS has a ton of mechanics and you don't play it, you use it to access other things.
I enable nothing. I seldom buy a game I wouldn't play a lot (unless its super cheap, you know, Steam). The new XCOM was a mistaken purchase based off my friends recommendations, as I was out of the country when it came out so I didn't know much about it.
I don't know why you're still trying to hack into the fact the both nation types 'play the same'. Both have the same fundamental bases. Build Pioneers, Acquire Land. Make Units, Fight other Units. But from there it's all about what you have available and what your bonuses are. Sure magic effects are simple. But tell me Water and Fire are the same? Having a Life master can change your strategy completely. 80 Mana Rush Buy for units? Yes please. Do you NEED to use Life Master? Nope. You might not even have a hero with a life trait.
I'm not sure what Kingdom and Empire is supposed to differentiate. But to me it means 2(3) things.
I forgot the 3rd thing while writing the first 2, not enough sleep. It might come back to me, but the point is that there doesn't have to be a "This race is the 'evil plant' race so they do things like build new cities by shooting big spores out from their capital which which float to a destination and bud into a big 'mother plant' who can build plant-themed upgrades and produce treant units. Their territory is marked by roots spreading on the ground. Looks real nice, doesn't actually do anything functionally different. Just has different strengths and weakness like the rest of the races."
So your major complaint after sifting through all your arguments is that the game doesn't have enough altering visuals for an imersive experience. Thus, to make this game `better' for you, would be to add more unique spells to each race. Provide different environments for each race, provide a UI that is uniquely formed for each race. Provide unique looking buildings for each factions / race in the generic game. Thus, you have a big problem on just the visuals the game provides.
The second thing that I've gleaned from you arguments is that when you play this game you play it the same way for each race and do not adapt to that races special and unique abilities. Since you say they play the same this is the only conclusion I can come too. The point of design is that the game should be able to be played with any one particular style and you can win, but it is easier with some factions than others. Also, the good vs. evil I see Pariden as evil and Capitar as Evil. but they are Kingdoms, read the faction backstories here. Each item in the game has a description and some actually have a backstory as well with depth. Spend some time in the Heirgamenon. This lore is new and in it's infancy and thus would seem shallow until it has time to grow roots, which will take more years than Stardock has spent on this game.
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